Computer Fire-Control Issue
Computer Fire-Control Issue
For some reason, when the computer uses the BWA destroyer it wont fire the missiles, only the main guns, does anybody have ANY idea what could cause this? I attached the BWA def file and one of the missile def files, all the missiles use the same basic def format.
You can fire the missiles just fine, and they work, if you use the ship youself.
SHIP
//
name: BWA_DD_Atlas
display_name: BWA_DD_Atlas
class: Destroyer
//
//
beauty: "beauty.pcx"
//
//
detail_0: "CUBE.mag"
feature_0: 30
//
//
detail_1: "BODYL.mag"
detail_1: "END.mag"
feature_1: 13
//
//
detail_2: "BODYM.mag"
detail_2: "END.mag"
feature_2: 3
//
//
detail_3: "BODY.mag"
detail_3: "END.mag"
detail_3: "HANGER.mag"
feature_3: 1.5
//
//
// Scale
scale: 4
explosion_scale: 2
//
// Performance
mass: 1.3e7
integrity: 2.5e6
repair_teams: 3
vlimit: 65
trans_x: 1e8
trans_y: 1e8
trans_z: 1e8
roll_rate: 2
yaw_rate: 5
pitch_rate: 5
drag: 0.0004
roll_drag: 1.5
pitch_drag: 1.5
yaw_drag: 1.5
detet: 250000 //Range it can be picked up at
acs: 3 //Radar Cross Section
//
splash_radius: 2000
// View
chase: (0,-1250,366)
bridge: (0, 292,0)
//
//
power: {
type: Fusion,
design: "Fusion Reactor",
max_output: 1e8,
loc: (100, 0, 0),
size: 12,
hull_factor: 0.3,
explosion: 7
}
//
//
drive: {
type: Fusion,
name: "Fusion Drive",
design: "Fusion Drive",
thrust: 3e6,
scale: 6,
//port: (99, 63, -135), //X,Z,Y
port: (72, 63, -135), //X,Z,Y
port: (126, 63, -135), //X,Z,Y
port: (99,28, -135), //X,Z,Y
port: (66, 28, -135), //X,Z,Y
port: (137,28, -135), //X,Z,Y
//port: (99,-10, -135), //X,Z,Y
port: (72, -10, -135), //X,Z,Y
port: (126,-10, -135), //X,Z,Y
loc: (50, 0,0),
size: 12,
hull_factor: 0.3,
explosion: 7
}
// RAMDAR MISSILES
weapon: {
type: "BWA_D_SMOOTHBORE",
design: "Bolt Weapon",
name: "SMOOTHBORE",
abrv: "SMOOTHBORE",
elevation: 0.0,
azimuth: 0.0,
muzzle: (4,-4,165),
loc: (-30, -90, -23),
size: 12,
hull_factor: 0.2,
explosion: 2
}
// RAMDAR MISSILES
weapon: {
type: "BWA_D_NUKE",
design: "Missile Weapon",
name: "NUKE",
abrv: "NUKE",
elevation: 0.0,
azimuth: 0.0,
muzzle: (62,26,279),
//loc: (70, 0, 440),
size: 12,
hull_factor: 0.2,
explosion: 2
}
// RAMDAR MISSILES
weapon: {
type: "BWA_D_CLUSTER",
design: "Missile Weapon",
name: "CLUSTER",
abrv: "CLUSTER",
elevation: 0.0,
azimuth: 0.0,
muzzle: (-13,15,200),
//loc: (70, 0, 440),
size: 12,
hull_factor: 0.2,
explosion: 2
}
// RAMDAR MISSILES
weapon: {
type: "BWA_D_STRIKER",
design: "Missile Weapon",
name: "STRIKER",
abrv: "STRIKER",
elevation: 0.0,
azimuth: 0.0,
muzzle: (-123,28,275),
//loc: (70, 0, 440),
size: 12,
hull_factor: 0.2,
explosion: 2
}
// RAMDAR MISSILES
weapon: {
type: "BWA_D_STRIKER",
design: "Missile Weapon",
name: "STRIKER",
abrv: "STRIKER",
elevation: 0.0,
azimuth: 0.0,
muzzle: (-118,28,275),
//loc: (70, 0, 440),
size: 12,
hull_factor: 0.2,
explosion: 2
}
// RAMDAR MISSILES
weapon: {
type: "BWA_D_STRIKER",
design: "Missile Weapon",
name: "STRIKER",
abrv: "STRIKER",
elevation: 0.0,
azimuth: 0.0,
muzzle: (179,15,182),
//loc: (70, 0, 440),
size: 12,
hull_factor: 0.2,
explosion: 2
}
//
thruster: {
design: Thruster,
scale: 3,
loc: (0, 0, 0),
port_fore: (-12, 66,58),
port_fore: (-12, -19,58),
port_fore: (-12, -60,15),
port_fore: (179, -12,99),
port_aft: (-13, 66, -101),
port_aft: (-13, 26, -140),
port_aft: (-13, -60, -101),
port_aft: (180,30, -103),
port_top: (-138, 140,19),
port_top: (-107, 140,19),
port_top: (46, 123,-20),
port_top: (153, 123,-20),
port_bottom: (-138, -30,19),
port_bottom: (-107, -30,19),
port_bottom: (153, -14,-20),
port_bottom: (48, -14,-20),
port_left: (-230,28,83),
port_left: (-230,28,72),
port_left: (-230,28,-211),
port_left: (-230,28,-221),
port_right: (245,28,83),
port_right: (245,28,72),
port_right: (245,28,-211),
port_right: (245,28,-221),
size: 12,
hull_factor: 0.3
}
//
//
power: {
type: "Auxilliary Reactor",
design: "Auxilliary Reactor",
max_output: 1e6
}
//
//
power: {
type: Battery,
design: Battery,
max_output: 1000,
loc: (-50, 0, 0),
}
//
//
probe: {
type: "Sensor Drone",
abrv: "Probe",
muzzle: (0, 0, 211),
loc: (0, 0, 211),
size: 16,
hull_factor: 0.2
}
//
//
sensor: {
design: Sensor,
pcs: 20,
active_efficiency: 1e6,
passive_efficiency: 10e3,
range: 25e3,
range: 50e3,
range: 100e3,
range: 200e3,
loc: (0, 0, 0),
size: 12,
hull_factor: 0.1
}
//
//
computer: {
name: "Avionics Package",
abrv: "HUD",
type: 1,
design: Computer,
loc: (-100, 0,0),
size: 12,
hull_factor: 0.5
}
//
//
nav: {
loc: (150, 0, 0),
design: Computer,
size: 12,
hull_factor: 0.1
}
//
//
computer: {
name: "Flight Computer",
abrv: "Flight",
type: 2,
design: Computer,
loc: (20, 0, 0),
size: 12,
hull_factor: 0.2
}
//
// Front Flashers
navlight: {
scale: 0.6,
period: 6,
//
light: { loc: (4, 78, 245), pattern: 0x0000f0f0, type: 2 },
light: { loc: (119,78, 245), pattern: 0x0000f0f0, type: 2 },
light: { loc: (4, -27, 245), pattern: 0xf0f00000, type: 2 },
light: { loc: (119,-27, 245), pattern: 0xf0f00000, type: 2 },
light: { loc: (-63, 96, 163), pattern: 0x0000f0f0, type: 2 },
light: { loc: (-182,96, 163), pattern: 0x0000f0f0, type: 2 },
light: { loc: (-63, -42, 163), pattern: 0xf0f00000, type: 2 },
light: { loc: (-182,-42, 163), pattern: 0xf0f00000, type: 2 },
}
//
//
death_spiral: {
time: 12,
//Front
explosion_type: 11,
explosion_time: 1,
explosion_loc: (150, 0, 0),
//Front
explosion_type: 12,
explosion_time: 2,
explosion_loc: (100, 0, 0),
//Left Blast Shield
explosion_type: 11,
explosion_time: 1,
explosion_loc: (50, 0, 0),
//Right Blast Shield
explosion_type: 11,
explosion_time: 1,
explosion_loc: (0, 0, 0),
//Right Blast Shield
explosion_type: 12,
explosion_time: 2,
explosion_loc: (-50, 0, 0),
// Front Left
explosion_type: 11,
explosion_time: 1,
explosion_loc: (-100, 0, 0),
// Front Right
explosion_type: 11,
explosion_time: 1,
explosion_loc: (-150, 0, 0),
// Middle Nova 1
explosion_type: 13,
explosion_time: 1,
explosion_loc: (0, 0, 0),
// Front Left
explosion_type: 11,
explosion_time: 1,
explosion_loc: (0, 0, 0),
// Front Right
explosion_type: 11,
explosion_time: 1,
explosion_loc: (0, 0, 0),
final_type: 13, // LARGE_EXPLOSION
final_loc: (0, 0,0),
final_type: 13, // NUKE_EXPLOSION
final_scale: 2,
final_loc: (50, 0, 0),
final_type: 13, // LARGE_BURST
final_loc: (-50, 0, 0),
final_type: 13, // LARGE_EXPLOSION
final_loc: (-100, 0, 0),
final_type: 13, // NUKE_EXPLOSION
final_scale: 2,
final_loc: (150, 0, 0),
final_type: 13, // LARGE_BURST
final_loc: (0, 0, 0),
debris: "CUBE.mag",
debris_loc: (0, 0, 0),
debris_mass: 15000,
debris_count: 26,
debris_life: 6,
debris_fire: (1,1,1),
debris: "BWAD1.mag",
debris_loc: (0, 0, 200),
debris_mass: 3000,
debris_count: 1,
debris_life: 6,
debris_fire: (1,1,1),
debris: "BWAD2.mag",
debris_loc: (0, 0, -200),
debris_mass: 10000,
debris_count: 1,
debris_life: 6,
debris_fire: (1,1,1),
debris: "BWAD3.mag",
debris_loc: (0, 0, 100),
debris_mass: 15000,
debris_count: 1,
debris_life: 6,
debris_fire: (1,1,1),
debris: "BWAD4.mag",
debris_loc: (0, 100, 100),
debris_mass: 20000,
debris_count: 1,
debris_life: 6,
debris_fire: (1,1,1),
}
map: {
sprite: "m0.pcx",
sprite: "m1.pcx",
sprite: "m2.pcx",
sprite: "m3.pcx",
sprite: "m4.pcx",
sprite: "m5.pcx",
sprite: "m6.pcx",
sprite: "m7.pcx"
}
// EOF //
WEAPON
drone: {
name: "BWA_D_NUKE",
group: NUKE,
target_type: 0x0000fff0,
value: 5,
integrity: 100,
damage: 200000,
speed: 1500,
capacity: 10,
refire_delay: 2,
charge: 1,
min_charge: 0.9,
life: 10,
eject: (0,0,3000),
mass: 20,
carry_mass: 10,
carry_resist: 10,
thrust: 8000,
drag: 0.004,
roll_drag: 0.4,
pitch_drag: 0.4,
yaw_drag: 0.4,
roll_rate: 200,
pitch_rate: 200,
yaw_rate: 200,
guided: 1,
lethal_radius: 100,
syncro: false,
self_aiming: true,
aim_az_max: 0.78,
aim_el_max: 0.78,
spread_az: 0,
spread_el: 0,
min_range: 1000,
max_range: 50000,
max_track: 100000,
visible_stores: false,
graphic_type: 1, // solid
scale: 0.6,
light: 50,
light_color: (210, 157, 13),
model: "BWA_D_MISS/MISS.mag",
trail: "BWA_D_MISS/SMOKE.pcx",
trail_width: 20,
flare: "BWA_D_MISS/MISSILEFLAIR.pcx",
flare_scale: 0.5,
sound: "BWA_D_MISS/MISS.wav",
sound_min_dist: 1e3,
sound_max_dist: 10e3
}
You can fire the missiles just fine, and they work, if you use the ship youself.
SHIP
//
name: BWA_DD_Atlas
display_name: BWA_DD_Atlas
class: Destroyer
//
//
beauty: "beauty.pcx"
//
//
detail_0: "CUBE.mag"
feature_0: 30
//
//
detail_1: "BODYL.mag"
detail_1: "END.mag"
feature_1: 13
//
//
detail_2: "BODYM.mag"
detail_2: "END.mag"
feature_2: 3
//
//
detail_3: "BODY.mag"
detail_3: "END.mag"
detail_3: "HANGER.mag"
feature_3: 1.5
//
//
// Scale
scale: 4
explosion_scale: 2
//
// Performance
mass: 1.3e7
integrity: 2.5e6
repair_teams: 3
vlimit: 65
trans_x: 1e8
trans_y: 1e8
trans_z: 1e8
roll_rate: 2
yaw_rate: 5
pitch_rate: 5
drag: 0.0004
roll_drag: 1.5
pitch_drag: 1.5
yaw_drag: 1.5
detet: 250000 //Range it can be picked up at
acs: 3 //Radar Cross Section
//
splash_radius: 2000
// View
chase: (0,-1250,366)
bridge: (0, 292,0)
//
//
power: {
type: Fusion,
design: "Fusion Reactor",
max_output: 1e8,
loc: (100, 0, 0),
size: 12,
hull_factor: 0.3,
explosion: 7
}
//
//
drive: {
type: Fusion,
name: "Fusion Drive",
design: "Fusion Drive",
thrust: 3e6,
scale: 6,
//port: (99, 63, -135), //X,Z,Y
port: (72, 63, -135), //X,Z,Y
port: (126, 63, -135), //X,Z,Y
port: (99,28, -135), //X,Z,Y
port: (66, 28, -135), //X,Z,Y
port: (137,28, -135), //X,Z,Y
//port: (99,-10, -135), //X,Z,Y
port: (72, -10, -135), //X,Z,Y
port: (126,-10, -135), //X,Z,Y
loc: (50, 0,0),
size: 12,
hull_factor: 0.3,
explosion: 7
}
// RAMDAR MISSILES
weapon: {
type: "BWA_D_SMOOTHBORE",
design: "Bolt Weapon",
name: "SMOOTHBORE",
abrv: "SMOOTHBORE",
elevation: 0.0,
azimuth: 0.0,
muzzle: (4,-4,165),
loc: (-30, -90, -23),
size: 12,
hull_factor: 0.2,
explosion: 2
}
// RAMDAR MISSILES
weapon: {
type: "BWA_D_NUKE",
design: "Missile Weapon",
name: "NUKE",
abrv: "NUKE",
elevation: 0.0,
azimuth: 0.0,
muzzle: (62,26,279),
//loc: (70, 0, 440),
size: 12,
hull_factor: 0.2,
explosion: 2
}
// RAMDAR MISSILES
weapon: {
type: "BWA_D_CLUSTER",
design: "Missile Weapon",
name: "CLUSTER",
abrv: "CLUSTER",
elevation: 0.0,
azimuth: 0.0,
muzzle: (-13,15,200),
//loc: (70, 0, 440),
size: 12,
hull_factor: 0.2,
explosion: 2
}
// RAMDAR MISSILES
weapon: {
type: "BWA_D_STRIKER",
design: "Missile Weapon",
name: "STRIKER",
abrv: "STRIKER",
elevation: 0.0,
azimuth: 0.0,
muzzle: (-123,28,275),
//loc: (70, 0, 440),
size: 12,
hull_factor: 0.2,
explosion: 2
}
// RAMDAR MISSILES
weapon: {
type: "BWA_D_STRIKER",
design: "Missile Weapon",
name: "STRIKER",
abrv: "STRIKER",
elevation: 0.0,
azimuth: 0.0,
muzzle: (-118,28,275),
//loc: (70, 0, 440),
size: 12,
hull_factor: 0.2,
explosion: 2
}
// RAMDAR MISSILES
weapon: {
type: "BWA_D_STRIKER",
design: "Missile Weapon",
name: "STRIKER",
abrv: "STRIKER",
elevation: 0.0,
azimuth: 0.0,
muzzle: (179,15,182),
//loc: (70, 0, 440),
size: 12,
hull_factor: 0.2,
explosion: 2
}
//
thruster: {
design: Thruster,
scale: 3,
loc: (0, 0, 0),
port_fore: (-12, 66,58),
port_fore: (-12, -19,58),
port_fore: (-12, -60,15),
port_fore: (179, -12,99),
port_aft: (-13, 66, -101),
port_aft: (-13, 26, -140),
port_aft: (-13, -60, -101),
port_aft: (180,30, -103),
port_top: (-138, 140,19),
port_top: (-107, 140,19),
port_top: (46, 123,-20),
port_top: (153, 123,-20),
port_bottom: (-138, -30,19),
port_bottom: (-107, -30,19),
port_bottom: (153, -14,-20),
port_bottom: (48, -14,-20),
port_left: (-230,28,83),
port_left: (-230,28,72),
port_left: (-230,28,-211),
port_left: (-230,28,-221),
port_right: (245,28,83),
port_right: (245,28,72),
port_right: (245,28,-211),
port_right: (245,28,-221),
size: 12,
hull_factor: 0.3
}
//
//
power: {
type: "Auxilliary Reactor",
design: "Auxilliary Reactor",
max_output: 1e6
}
//
//
power: {
type: Battery,
design: Battery,
max_output: 1000,
loc: (-50, 0, 0),
}
//
//
probe: {
type: "Sensor Drone",
abrv: "Probe",
muzzle: (0, 0, 211),
loc: (0, 0, 211),
size: 16,
hull_factor: 0.2
}
//
//
sensor: {
design: Sensor,
pcs: 20,
active_efficiency: 1e6,
passive_efficiency: 10e3,
range: 25e3,
range: 50e3,
range: 100e3,
range: 200e3,
loc: (0, 0, 0),
size: 12,
hull_factor: 0.1
}
//
//
computer: {
name: "Avionics Package",
abrv: "HUD",
type: 1,
design: Computer,
loc: (-100, 0,0),
size: 12,
hull_factor: 0.5
}
//
//
nav: {
loc: (150, 0, 0),
design: Computer,
size: 12,
hull_factor: 0.1
}
//
//
computer: {
name: "Flight Computer",
abrv: "Flight",
type: 2,
design: Computer,
loc: (20, 0, 0),
size: 12,
hull_factor: 0.2
}
//
// Front Flashers
navlight: {
scale: 0.6,
period: 6,
//
light: { loc: (4, 78, 245), pattern: 0x0000f0f0, type: 2 },
light: { loc: (119,78, 245), pattern: 0x0000f0f0, type: 2 },
light: { loc: (4, -27, 245), pattern: 0xf0f00000, type: 2 },
light: { loc: (119,-27, 245), pattern: 0xf0f00000, type: 2 },
light: { loc: (-63, 96, 163), pattern: 0x0000f0f0, type: 2 },
light: { loc: (-182,96, 163), pattern: 0x0000f0f0, type: 2 },
light: { loc: (-63, -42, 163), pattern: 0xf0f00000, type: 2 },
light: { loc: (-182,-42, 163), pattern: 0xf0f00000, type: 2 },
}
//
//
death_spiral: {
time: 12,
//Front
explosion_type: 11,
explosion_time: 1,
explosion_loc: (150, 0, 0),
//Front
explosion_type: 12,
explosion_time: 2,
explosion_loc: (100, 0, 0),
//Left Blast Shield
explosion_type: 11,
explosion_time: 1,
explosion_loc: (50, 0, 0),
//Right Blast Shield
explosion_type: 11,
explosion_time: 1,
explosion_loc: (0, 0, 0),
//Right Blast Shield
explosion_type: 12,
explosion_time: 2,
explosion_loc: (-50, 0, 0),
// Front Left
explosion_type: 11,
explosion_time: 1,
explosion_loc: (-100, 0, 0),
// Front Right
explosion_type: 11,
explosion_time: 1,
explosion_loc: (-150, 0, 0),
// Middle Nova 1
explosion_type: 13,
explosion_time: 1,
explosion_loc: (0, 0, 0),
// Front Left
explosion_type: 11,
explosion_time: 1,
explosion_loc: (0, 0, 0),
// Front Right
explosion_type: 11,
explosion_time: 1,
explosion_loc: (0, 0, 0),
final_type: 13, // LARGE_EXPLOSION
final_loc: (0, 0,0),
final_type: 13, // NUKE_EXPLOSION
final_scale: 2,
final_loc: (50, 0, 0),
final_type: 13, // LARGE_BURST
final_loc: (-50, 0, 0),
final_type: 13, // LARGE_EXPLOSION
final_loc: (-100, 0, 0),
final_type: 13, // NUKE_EXPLOSION
final_scale: 2,
final_loc: (150, 0, 0),
final_type: 13, // LARGE_BURST
final_loc: (0, 0, 0),
debris: "CUBE.mag",
debris_loc: (0, 0, 0),
debris_mass: 15000,
debris_count: 26,
debris_life: 6,
debris_fire: (1,1,1),
debris: "BWAD1.mag",
debris_loc: (0, 0, 200),
debris_mass: 3000,
debris_count: 1,
debris_life: 6,
debris_fire: (1,1,1),
debris: "BWAD2.mag",
debris_loc: (0, 0, -200),
debris_mass: 10000,
debris_count: 1,
debris_life: 6,
debris_fire: (1,1,1),
debris: "BWAD3.mag",
debris_loc: (0, 0, 100),
debris_mass: 15000,
debris_count: 1,
debris_life: 6,
debris_fire: (1,1,1),
debris: "BWAD4.mag",
debris_loc: (0, 100, 100),
debris_mass: 20000,
debris_count: 1,
debris_life: 6,
debris_fire: (1,1,1),
}
map: {
sprite: "m0.pcx",
sprite: "m1.pcx",
sprite: "m2.pcx",
sprite: "m3.pcx",
sprite: "m4.pcx",
sprite: "m5.pcx",
sprite: "m6.pcx",
sprite: "m7.pcx"
}
// EOF //
WEAPON
drone: {
name: "BWA_D_NUKE",
group: NUKE,
target_type: 0x0000fff0,
value: 5,
integrity: 100,
damage: 200000,
speed: 1500,
capacity: 10,
refire_delay: 2,
charge: 1,
min_charge: 0.9,
life: 10,
eject: (0,0,3000),
mass: 20,
carry_mass: 10,
carry_resist: 10,
thrust: 8000,
drag: 0.004,
roll_drag: 0.4,
pitch_drag: 0.4,
yaw_drag: 0.4,
roll_rate: 200,
pitch_rate: 200,
yaw_rate: 200,
guided: 1,
lethal_radius: 100,
syncro: false,
self_aiming: true,
aim_az_max: 0.78,
aim_el_max: 0.78,
spread_az: 0,
spread_el: 0,
min_range: 1000,
max_range: 50000,
max_track: 100000,
visible_stores: false,
graphic_type: 1, // solid
scale: 0.6,
light: 50,
light_color: (210, 157, 13),
model: "BWA_D_MISS/MISS.mag",
trail: "BWA_D_MISS/SMOKE.pcx",
trail_width: 20,
flare: "BWA_D_MISS/MISSILEFLAIR.pcx",
flare_scale: 0.5,
sound: "BWA_D_MISS/MISS.wav",
sound_min_dist: 1e3,
sound_max_dist: 10e3
}
Jason Blaz
Way to much to list here!
Way to much to list here!
- Pheonix Starflare
- Posts: 254
- Joined: Wed Mar 31, 2004 8:20 pm
- Location: Boston, MA, USA
RE: Computer Fire-Control Issue
my first guess would be that the target_type: value is off. I assume you're trying to fire at big capships? I'd check to make sure you didnt miss an 'f' in there somewhere.
Sorry i can't be of more help, i never really figured those filters out myself.
Sorry i can't be of more help, i never really figured those filters out myself.
"An optimist sees a glass half full, a pessimist sees a glass half empty and an engineer sees a glass thats twice as big as it has to be."
"What do you get when you cross a chicken and and elephant? Chicken elephant sine(theta)"
"What do you get when you cross a chicken and and elephant? Chicken elephant sine(theta)"
RE: Computer Fire-Control Issue
damn was not that, this is getting really annoying
Jason Blaz
Way to much to list here!
Way to much to list here!
- Lord QDaan
- Posts: 50
- Joined: Thu Apr 01, 2004 8:48 pm
RE: Computer Fire-Control Issue
I don't know what's causing that, but I do have two questions:
Why are the system locations commented out?
How is the ship's mass calculated if you have a carry_mass specified but unlimited ammo?
Oh, and why is it a drone instead of a missile? Would that have anything to do with it? I don't know how the AI handles drones.
Why are the system locations commented out?
How is the ship's mass calculated if you have a carry_mass specified but unlimited ammo?
Oh, and why is it a drone instead of a missile? Would that have anything to do with it? I don't know how the AI handles drones.
SDnet - sci-fi, science, and mockery of stupid people
http://www.stardestroyer.net
"Any job worth doing with a laser is worth doing with many, many lasers."
Khrima
http://www.stardestroyer.net
"Any job worth doing with a laser is worth doing with many, many lasers."
Khrima
RE: Computer Fire-Control Issue
How is the ship's mass calculated if you have a carry_mass specified but unlimited ammo?
locs are commented case you dont need them for this setup, I cant remember why but it works better this way, the problem is, this ship is setup the same as the uec destroyer, and it DOES fire its missiles, also the def files for the missiles are the same, just a few changes for the performance, its really starting to annoy me, I have to go back to square 1 I think and start over with the missiles for the bwa
Jason Blaz
Way to much to list here!
Way to much to list here!
- TheDeadlyShoe
- Posts: 549
- Joined: Tue Apr 06, 2004 3:06 pm
RE: Computer Fire-Control Issue
Well, here's an (OLD!!!) missile def of mine that worked when i used it.
I suggest... add an explosion, change guided to 2, up the max range and max track, up min charge to 1, confirm that the default reactor configuarion can provide power to the missiles with shields at 100%. Mind that Max Range doesnt play nearly as much part in defining range as Life and Speed do.WEAPON
drone: {
name: "lasmissile",
group: "Thor",
target_type: 0x0000fff0,
value: 3,
ammo: 35,
capacity: 2,
recharge_rate: 2,
refire_delay: 0.5,
salvo_delay: 26,
charge: 1,
min_charge: 1,
damage: 100,
speed: 4e3,
life: 45,
guided: 2,
mass: 10,
thrust: 14e3,
drag: 0.2,
roll_rate: 10,
pitch_rate: 10,
yaw_rate: 10,
roll_drag: 1,
pitch_drag: 1,
yaw_drag: 1,
syncro: false,
self_aiming: true,
aim_az_max: 1.5,
aim_el_max: 0.5,
spread_az: 0.7,
spread_el: 0.7,
min_range: 15e3,
max_range: 120e3,
max_track: 120e3,
visible_stores: false,
graphic_type: 1,
model: "rocket2.mag",
det_range: 8e3,
det_count: 5,
det_child: "laserspawn",
det_spread: 0.6,
explosion: 4,
scale: 6,
flare: "yellowflare.pcx",
flare_scale: 0.5
}
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
@Razeam> I can do that but I don't want to.
RE: Computer Fire-Control Issue
Will it fire the missiles you have for the other ship if you change the design?
RE: Computer Fire-Control Issue
I couldnt fix it, so I killed all those files and re-built them using the uec weapons that were working, no clue at ALL what was causing this.
Now I"m just having problems making them fire at the right range, the computer likes to fire at 29k while their range is actually 40k, not good when the uec fires at its range, that is 80k lol
Now I"m just having problems making them fire at the right range, the computer likes to fire at 29k while their range is actually 40k, not good when the uec fires at its range, that is 80k lol
Jason Blaz
Way to much to list here!
Way to much to list here!
-
- Posts: 360
- Joined: Sat Feb 28, 2004 7:02 am
- Contact:
RE: Computer Fire-Control Issue
The AI knows that shots at extreme weapon range are likely to miss, so they usually will hold their fire until about 75% of max range. This behavior can change based on how agressive and how experienced the AI is set to be.
--milo
http://www.starshatter.com
http://www.starshatter.com
RE: Computer Fire-Control Issue
Interesting
how do you set ai agressive and experiences? or is that coded
how do you set ai agressive and experiences? or is that coded
Jason Blaz
Way to much to list here!
Way to much to list here!
RE: Computer Fire-Control Issue
Speaking of AI, is there a way to edit it? I have a set of ships designed heavily around broadside weapons, but the AI very rairly uses them. About the only time they do is when I stray very close in and happen to pass right through their firing arc. Although, to be honest, I'm a little nervous about them figuring that out, I almost always end up in the red at the end of a fight as it is 
